EMaterialShadingModel PixelInspectorResult::DecodeShadingModel(float InPackedChannel)
	{
		int32 ShadingModelId = ((uint32)FMath::RoundToInt(InPackedChannel * (float)0xFF)) & PIXEL_INSPECTOR_SHADINGMODELID_MASK;
		switch (ShadingModelId)
		{
		case PIXEL_INSPECTOR_SHADINGMODELID_UNLIT:
			return EMaterialShadingModel::MSM_Unlit;
		case PIXEL_INSPECTOR_SHADINGMODELID_DEFAULT_LIT:
			return EMaterialShadingModel::MSM_DefaultLit;
		case PIXEL_INSPECTOR_SHADINGMODELID_SUBSURFACE:
			return EMaterialShadingModel::MSM_Subsurface;
		case PIXEL_INSPECTOR_SHADINGMODELID_PREINTEGRATED_SKIN:
			return EMaterialShadingModel::MSM_PreintegratedSkin;
		case PIXEL_INSPECTOR_SHADINGMODELID_CLEAR_COAT:
			return EMaterialShadingModel::MSM_ClearCoat;
		case PIXEL_INSPECTOR_SHADINGMODELID_SUBSURFACE_PROFILE:
			return EMaterialShadingModel::MSM_SubsurfaceProfile;
		case PIXEL_INSPECTOR_SHADINGMODELID_TWOSIDED_FOLIAGE:
			return EMaterialShadingModel::MSM_TwoSidedFoliage;
		case PIXEL_INSPECTOR_SHADINGMODELID_HAIR:
			return EMaterialShadingModel::MSM_Hair;
		case PIXEL_INSPECTOR_SHADINGMODELID_CLOTH:
			return EMaterialShadingModel::MSM_Cloth;
		case PIXEL_INSPECTOR_SHADINGMODELID_EYE:
			return EMaterialShadingModel::MSM_Eye;
		case PIXEL_INSPECTOR_SHADINGMODELID_SINGLELAYERWATER:
			return EMaterialShadingModel::MSM_SingleLayerWater;
		case PIXEL_INSPECTOR_SHADINGMODELID_THIN_TRANSLUCENT:
			return EMaterialShadingModel::MSM_ThinTranslucent;
		case PIXEL_INSPECTOR_SHADINGMODELID_SUBSTRATE:
			return EMaterialShadingModel::MSM_Strata;
		//着色模型添加-开始
		case PIXEL_INSPECTOR_SHADINGMODELID_MY_TOON_DEFAULT:
			return EMaterialShadingModel::MSM_MyToonDefault;
		case PIXEL_INSPECTOR_SHADINGMODELID_MY_TOON_FACE:
			return EMaterialShadingModel::MSM_MyToonFace;
		case PIXEL_INSPECTOR_SHADINGMODELID_MY_TOON_HAIR:
			return EMaterialShadingModel::MSM_MyToonHair;
		//结束
		};
		return EMaterialShadingModel::MSM_DefaultLit;
	}